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author Derrick Renaud <derrickr@mamedev.org>2009-03-02 00:25:28 +0000
committer Derrick Renaud <derrickr@mamedev.org>2009-03-02 00:25:28 +0000
commitc3455e2100a0c1a4705d716f702428e42b1a137b (patch)
tree54201631c15dbb6a595423dda67deca0b7b22bb2 /src
parent8872083aeb7e1a6da0c64b0f7071eb50390a3e2a (diff)
Fixed: 02909: boothill: Specification of discrete filters for shot and hit sounds doesn't agree with schematic.
Diffstat (limited to 'src')
-rw-r--r--src/mame/audio/mw8080bw.c21
1 files changed, 16 insertions, 5 deletions
diff --git a/src/mame/audio/mw8080bw.c b/src/mame/audio/mw8080bw.c
index 6ba22027780..5b7f1e01a8a 100644
--- a/src/mame/audio/mw8080bw.c
+++ b/src/mame/audio/mw8080bw.c
@@ -766,29 +766,40 @@ static DISCRETE_SOUND_START(boothill)
DISCRETE_OP_AMP_TRIG_VCA(NODE_30, BOOTHILL_LEFT_SHOT_EN, 0, 0, BOOTHILL_NOISE, 0, &boothill_shot_tvca_info)
DISCRETE_RCFILTER(NODE_31, 1, NODE_30, RES_K(12), CAP_U(.01))
- DISCRETE_CRFILTER(BOOTHILL_L_SHOT_SND, 1, NODE_31, RES_K(12) + RES_K(68), CAP_U(.0022))
+ DISCRETE_RCFILTER(BOOTHILL_L_SHOT_SND, 1, NODE_31, RES_K(12) + RES_K(68), CAP_U(.0022))
DISCRETE_OP_AMP_TRIG_VCA(NODE_35, BOOTHILL_RIGHT_SHOT_EN, 0, 0, BOOTHILL_NOISE, 0, &boothill_shot_tvca_info)
DISCRETE_RCFILTER(NODE_36, 1, NODE_35, RES_K(12), CAP_U(.01))
- DISCRETE_CRFILTER(BOOTHILL_R_SHOT_SND, 1, NODE_36, RES_K(12) + RES_K(68), CAP_U(.0033))
+ DISCRETE_RCFILTER(BOOTHILL_R_SHOT_SND, 1, NODE_36, RES_K(12) + RES_K(68), CAP_U(.0033))
/************************************************
* Hit sounds
************************************************/
DISCRETE_OP_AMP_TRIG_VCA(NODE_40, BOOTHILL_LEFT_HIT_EN, 0, 0, BOOTHILL_NOISE, 0, &boothill_hit_tvca_info)
DISCRETE_RCFILTER(NODE_41, 1, NODE_40, RES_K(12), CAP_U(.033))
- DISCRETE_CRFILTER(BOOTHILL_L_HIT_SND, 1, NODE_41, RES_K(12) + RES_K(100), CAP_U(.0033))
+ DISCRETE_RCFILTER(BOOTHILL_L_HIT_SND, 1, NODE_41, RES_K(12) + RES_K(100), CAP_U(.0033))
DISCRETE_OP_AMP_TRIG_VCA(NODE_45, BOOTHILL_RIGHT_HIT_EN, 0, 0, BOOTHILL_NOISE, 0, &boothill_hit_tvca_info)
DISCRETE_RCFILTER(NODE_46, 1, NODE_45, RES_K(12), CAP_U(.0033))
- DISCRETE_CRFILTER(BOOTHILL_R_HIT_SND, 1, NODE_46, RES_K(12) + RES_K(100), CAP_U(.0022))
+ DISCRETE_RCFILTER(BOOTHILL_R_HIT_SND, 1, NODE_46, RES_K(12) + RES_K(100), CAP_U(.0022))
/************************************************
* Combine all sound sources.
************************************************/
+ /* There is a 1uF cap on the input to the amp that I was too lazy to simulate.
+ * It is just a DC blocking cap needed by the Norton amp. Doing the extra
+ * work to simulate it is not going to make a difference to the waveform
+ * or to how it sounds. Also I use a regular amp in place of the Norton
+ * for the same reasons. Ease of coding/simulation. */
+
+ /* The schematics show the Hit sounds as shown.
+ * This makes the death of the enemy sound on the players side.
+ * This should be verified. */
+
DISCRETE_MIXER2(NODE_91, BOOTHILL_GAME_ON_EN, BOOTHILL_L_SHOT_SND, BOOTHILL_L_HIT_SND, &boothill_l_mixer)
- /* music is only added to the right channel */
+ /* Music is only added to the right channel per schematics */
+ /* This should be verified on the real game */
DISCRETE_MIXER3(NODE_92, BOOTHILL_GAME_ON_EN, BOOTHILL_R_SHOT_SND, BOOTHILL_R_HIT_SND, MIDWAY_TONE_SND, &boothill_r_mixer)
DISCRETE_OUTPUT(NODE_91, 1)